Mage Problem(s)

Cosmicvini: laughs in munera sized self pillar 500 damage ultimate

of course I know most people here wouldn’t have the comedic genius to think of something like that originally but its still funny to me. not everyone built like me who always spits comedy :innocent:

I like the fast casts

I believe adding defensive spells like teleportation , forcefields ,and regeneration could fix pvp in my opinion. these abilities could have cooldowns comparable to ult art spells, or maybe more if people think the concept unfair for other buids.

mfw the mage presses a button and regens all of the health he lost from my combo

I gotta get my power nap to complain more >:)

Yeah I use double beam now for my fire magic (Though makes me open for punishes)
Yeah 140 isnt alot of damage
I think its 7% damage delt, I can’t find the source. I’ll assume your right on this one. (Even so, the math makes it so the player has to have 2400 HP, not too uncommon with iron-leg focus)

The end-lag is quite short compared to snare, and most people are wise enough to use grab while I’m attacking them with blast. Plus with the whole client + server desync, it’s really hard to predict.

Ik about high jumping, but I find myself running out of stamina and energy quickly. Mabye its because I Leap + blast, go down dash and Leap + blast (It takes much energy) (If I charge during my downwards motion, I cant block nor parry)

With shot, Yeah I guess I could go above them, but most other classes have a way to get far higher then I ever could. High Jump + Dagger’s E + Dual Mirror for weapons, and Charge + Rushdown for FS. Those would 100% get higher then I ever could (And use less energy)

The iron leg has massive AOE. Most of the time I find myself duelling a berserker, dashing away from them and casting a spell. The problem in it lies in the fact that they can easily catch up to me using any combination of moves, and even if they are decently far, they’ll still be able to hit you with slam (I wish snare worked so I’d be able to send them flying away)

I guess, but I feel like its such a small change that’d affect a lot of frustration in trying to bounty hunt. It would be ungiving of a future play to just be fine with RNG affecting their damage, playstyle, and the enemies.

Theres a huge stigma against running away from a bounty too, so that’s pretty much a non-option (Unless you wanna find out how fast someone can say ez)

Mostly the reason why I play non-meta is because I want to gain skill from playing a build. But when your build is so far from meta that blasts deal 182 (Excluding the 10% damage bonus) (I have 78 power) it starts to get a bit annoying with most builds having tons of HP and clashboxes ruining your day.

I’d hate to be that guy, but I really try to get the skill. (Obligatory stat naming). I consistently go to 1v1’s to improve my aim, and my 800-player kills somewhat to reflect that.

pain
I can’t even bounty hunt right because they’ll just be on a boat, I’m stuck in close quarters, and they’ll just out-damage me (Or jump into the ocean where they’re untouchable AND can kill sharks like DAMM)

Fair enough. Though the problems with positioning is that we’ve got so little tools to position ourselves correctly, and other builds can easily position themselves better (can be solved with lost spells)

Being forced to play fast magics is not going to go well for slower magics, nor is it going to be really healthy for the game. Plus, the fact that blast in the 1.13 combat balances will now no longer out-clash slashes is going to be intresting.

Somewhat my point, but the others do have a point in saying that you can jsut go AOE. That’ll also mean you’ll get labeled as no skilled, and people would yell for another nerf to metal but it is what it is :sob:

Regeneration is a no go, as explained by here.

However, mage really needs more movement abilities if it wants to, you know, zone. If others are far better at zoning for the sheer fact that they are just faster, then Ig that’s a weird choice.

forum looks like a major pain in the ass and has too much holes to fill, all that we can do about all this is 1 simple thing, pray.

:pray: :pray: :pray: :pray: :pray: :pray: :pray: :pray:
May vetex finaly nerf the meta (Warrior meta is going to stay the same why)

Dumb question, but where’d Base Magic upgrading come from? Did I skip over something in the Trello?

Zero clue, but he is a moderator so his word is pretty strong

Apparently it’s something vetex said during the QnA session that was hosted a while ago. It’s not exactly clear what he meant though, since he hasn’t really elaborated on it.

you seem to be always looking at the worst possible situations, in which everyone would have trouble (its not just mages that struggle with 2.4k hp 200 damage iron leg berserkers)

youd be surprised on how little it actually does that
ive been using dual beams for the longest time and its pretty hard to punish

idk why snare has huge endlag but im not comparing weapon grabs to snare as they are very different. also, grabs are very hard to actually hit, and if they are using it for mobility, block while you are still casting. an old change in the patch notes allows your grab to come out immediately after a skill if you start blocking during a skill.
my strat is to either block to the ground and dash away, or just magic jump and beam or blast them (if they are under or above use a self pillar)

thats what prediction is tho. youre guessing what theyre going to do next because ping exists, and you shoot in that direction and hope your prediction was correct

yea energy usage is a problem, but as ive said before, stay in motion. you can actually charge energy in the middle of a dash, and use that to your advantage. as for stamina, im always aware about where my stamina is, and if im low, i switch to magic jumps instead of high jumps. i also charge when im basically across the map, and if i see them use a spell i just dodge left or right

but then they are out of range, so you can use a self pillar which has astounding vertical range
you dont need to be above them (its better if you dont lol) but im just saying if they ever get above you just jump–> snare or just use pillar

yea just waiting for grabs in general to be fixed
also even though iron leg has big aoe its very slow, so they will have a harder time catching up to you even if you only have like 40 agil

im optimistic so i look at the 1% chance of it actually happening (in my maybe 100 hours of playtime ive only seen it rain on munera once)

yes
practice with non meta builds is always good since meta builds will probably be nerfed to oblivion (looking at you meta mages)

this is why i never hunt people who are “sailing the bronze seas”
i dont generally hunt players in the first place, since i know renown is kinda dumb rn so i only hunt npcs for deckhands

Exellent. Good info, yes.

For some reason, fire’s double beams have a decently long end-lag, able to be punished with a shadow-drill. No clue about your magic though, as it could just be my problem

The main problem with grabs IMO is that its both movement AND a combo tool. Not only that, grabs are being buffed with their hitbox becoming larger (As seen in combat balancing)

The blocking while you are still casting breaks often as I found out the hard way. If you block after a attack, and immediately charge, the charge takes priority making your blocks useless. Its odd timing.

Fair enough, though its far harder to hit someone on the ground with a blast due to the hitbox often hitting the ground first, or the player being slightly below-ground making the game think you were trying to hit them through a wall

I do agree with this. One problem with it is that you cant cancel your charge by blocking, making it cumbersome to try and block an incoming pricing shot or shot

Jump → Snare is extremely punishing even if you do hit. The launch distance is one dash away, and wiffing due to snare jank will absolutely make you take 500 damage.

With pillar, I’d have to try that out.

Nearly all AOE has a problem with lingering clashboxes (Wich thank god is being fixed).
Even with the fix however, it makes it so even if you predict your blasts, you may still “miss” because they slammed downward clashing with the blast.

It usually happens to me every 2-3 servers I join, I spend a long time 1v1ing on munera so the chances would obviously increase. It is quite annoying.

Why did you put plural on meta mages, there’s only 1 meta (Shadow) >:)

A) Hunting NPC’s is highly stigmatized apparently for no reason
B) If you are sailing on the sea and someone ambushes you for your bounty, good luck recovering
C) Why is deckhand tied to Fame, that leteraly makes no sense.

I don’t hunt players either, but that ironicly makes me targeted due to me “Hunting NPC’s”, and therefore I have to battle those people or run (And I also get ganked :CCCCC)

Me explaining why mage is bad

Most of these were probably already addressed or discussed in the thread so you don’t need to reply, just wanted to add some of my thoughts in


Personally, i don’t have any worries about pure builds being outclassed in their stat by hybrids. The magic of a mage will always be superior to the magic of a warlock or conjurer; they will always have access to more spell scrolls, more ultimate art options, their magic will always be tiers higher, etc.

Is that a complete downside though? Heat magics are stronger on hot days & hot environments, cold magics are stronger in rain, on cold days or near water. That’s just adding the environment to the fight as a factor that you need to be aware of. Besides this isn’t a mage exclusive issue, since not every magic is affected by the weather an there will definitely be more elemental weapons and fighting styles in the future. Weather’s just something ppl have to be aware of and adapt to.

Vet has mentioned a magic reset potion, but personally even without it i wouln’t really say this is an extremely pressing issue; weapons basically need to be swapped cause they have a limited amount of skills that vary between each wep type, allowing for high versatility/adaptabilty which is what the wep route is all about. Fighting styles have the mastery system so they don’t instantly reap the rewards of switching. In my opinion though, it would be better if the gimmicks/playstyles between each fighting style was more individual to that FS to make a stronger case for being able to switch between them.

This isn’t the case for most good mages I’ve met. Blast with its low cooldown, leap with its airstalling capabilities and giving vertical advantage, pulsar as a large aoe chasing tool, etc. All spells have their uses and are good when used effectively.

A nerf doesn’t make it unviable, it’s probably just too good/unbalanced. If it’s clearly outshining the other shapes, then you can see why the change is necessary

And their ability to use two scroll magics, and tier 7 attacks, and ancient spell shapes/ultimate arts, and magic tools (tomes, wands, etc),

I don’t think there’s a damage penalty, and by the time a mage is max lvl I doubt the reduced AoE would be as much of a glowering issue as it currently is.

[quote=“Kosmo, post:1, topic:104971”]sble to be used by any hybrid build,
[/quote]

Hybrids would only have 1 lost magic, while mages can have up to 2. For lost & ancient spells, depending on their requirements it’s plausible that only mages would be able to use the most powerful ones, or at least be the only class able to use their shapes/ults

Because it was unneeded; majority of magics in 1.1 had an overwhelming amount of damage and size that they overshadowed everything else

If the community feels like certain aspects of any magic are underpowered the balance team will look into it, balance changes will happen every update so it can be expected for certain magics to be included with that

I wouldn’t really say this is a mage or magic problem since you could say this about any basically any attack on most builds

Not a big fan of this for reasons I said earlier, i doubt vetex would consider this as well since he’s pretty big on ‘situational awareness’ (ez ban)

I imagine that there’ll definitely be a fair amount of high lvl ancient spells that would have stat reqs so high that only mages could use them, but of course it’s too early to say for sure

Magic reset potion